Professional Documents
Culture Documents
A character gains much from their Home World, Career, and Role, and they carry a part of their past with them in the form of their Memento. Back-
grounds are certain experiences and aspects of a character’s past that have had an impact on them, and affect them to this day. This could be either
a traumatic and terrible experience, or a continuing threat, such as being hunted by those he wronged in the past. Not all Backgrounds are traumatic
or negative, but often it is such terrible experiences that leave the most prominent of scars on one’s being, real or incorporeal. Backgrounds are not
mandatory, but they do help flesh out a character’s life story, and many do provide discounts on Skills and Talents. A character may only have up to 3
different Background options, and each Background option may only be taken once.
Archeotechnologist Born to Lead
Cost: 750xp Cost: 200xp
Characteristics: +3 Int -or- Per Characteristics: +3 Int -or- Fel, -3 T
Skills: Forbidden Lore (Archeotech) Skills: Command, Linguistics (Choose One), Scholastic Lore (Bureau-
Special: Choose 1 item that the character starts with, and apply one Mir- cracy, Imperial Creed, Judgement -or- Tactica Imperialis)
acle of the Dark Age effect (see Section 5.11 “Archaeotech”) With status comes responsibility, though some of high birth may dispute
Ancient technology, known as “archeotech,” has always fascinated you it. To be born above others is to lead them, and your life has been
ever since you first laid eyes on a piece of some hallowed, mysterious directed to that end for as long as you can remember. All branches and
relic. You wondered why the people that made it no longer can, and you departments of the Adeptus Terra require those who can command others
are determined to find more. You may be an Explorator of the Mechani- with a clear head and an iron will, and your adult life has been spent
cus, for whom finding such items is a holy quest, or simply an enthusias- in one of those departments, be it the Imperial Guard, the Ministorum,
tic amateur. However, whether you travel to the dig sites of Mechanicus the Administratum or something else besides. With this life comes the
Explorators, or manage to have a wealthy patron sponsor a dig of your resolve and dedication of those with power earned, and the confidence
own, you know that eventually more will be unearthed. You scour auc- to lead without doubt or hesitation. Men and women such as you are a
tion houses and deal with the great Commercias of Noble Houses in an valuable asset to the Imperium, and those who thrive in their duties are
effort to buy, trade, or even steal the objects of your desire. Your knowl- often well-rewarded.
edge of such devices is as great as your desire to find more.
Bounty Hunter
Beyond the Pale Cost: 250xp
Cost: 100xp Characteristics: +5 Per, +3 Wp
Skills: Forbidden Lore (Any Two) Skills: Inquiry, Survival
Special: +1d5 Corruption Points, +1d5 Insanity Points Fugitives can be found all throughout Imperial society. Though the
You have always been an explorer, travelling to places beyond the edges Imperium of Man encompasses the galaxy, the unfortunate truth is that
of the map. This time, however, you may have gone too far. You wit- there are places beyond its reach; some lie beyond its borders, and some
nessed something that man was not meant to see and came back changed are simply places where the arbitrators of the Adeptus Arbites cannot
as a result. Perhaps you somehow survived a warp storm, or maybe you or will not go. Frontier worlds at the edge of Imperial space and even
were pulled into some other part of the galaxy where man has yet to set worlds beyond the Halo Stars are excellent hiding places for wanted men
foot. Regardless, the experience has changed you and your perceptions— and women to flee. Sometimes an individual or organization has a rogue
perhaps not for the better. agent on its hands and doesn’t wish to concern the Adeptus Arbites or
other Imperial Adepta with its problems. This is where a bounty hunter
comes in. These hardened men and women occupy a unique position
Blessed Scars within Imperial society. On one hand, they are sorely needed to help
Cost: 100xp maintain justice; on the other hand, they are reviled and despised—many
Characteristics: +5 Fate are seen as nothing more than thugs-for-hire. Whatever the case may be,
Talents: Pity The Weak once they acquire a Writ of Capture, they are free to pursue their bounty
Special: Gain one Poor Craftsmanship bionic limb (you may spend within the manner dictated by the warrant.
200 xp to upgrade it to Common Craftsmanship or a total of 300 xp to
upgrade it to Good Craftsmanship).
You have sacrificed before and have the scars to prove it. The limb you Calamity
lost was a lesson, and also a challenge. First to teach you what pain is, Cost: 0xp
and secondly to show Him on Terra your meddle. You do not regret Characteristics: +3 Wp, -5 Fate
the crippling injury, only that it briefly halted your service while you Talents: Combat Sense, Hardy -or- Litany Against Fear
recuperated from the injury and installation of the bionic limb. Even Special: -5 Influence -or- -1 Profit Factor
should you lose further parts of your body you know, deep down, that the When reaching out beyond the relative safety of the Imperium, one of
God-Emperor will surely not find you lacking, no matter how ragged you the great, often underestimated, dangers is disaster, whether it affects
are worn by the whims of fate and enemy machinations. an isolated colony outpost or affects a star vessel suddenly robbed of
its supplies by circumstances or sabotage. Famine, plague, and other
unlooked-for disasters kill the weak, can make death a mercy, and often
destroy the thin veneer of civilisation worn by many, revealing both the
worst and best in humanity. You have seen all this and more, and perhaps
were forced into desperate measures in order to survive or remain true
to your honour. Regardless, you hold no illusions about what others are
capable of in extremis and have learned the hard way that sometimes a
bolt shell is worth a Lord Commander’s ransom and that a starving man
cannot eat gold, no matter how much he has grasped.
Child of Creed
Cost: 0xp Dark Encounter
Characteristics: +3 Wp -or- Fel, -3WS Cost: 100xp
Talents: Litany Against Fear Skills: Forbidden Lore (Any)
It was not until comparatively late in your youth that you set foot in a Talents: Dark Soul
room in which the stern gaze of the God-Emperor was absent, and during Special: +1d10 Insanity Points
your impressionable years, you were shielded by the enfolding arms of Starport taverns and station galleys are filled with travellers, wanderers,
the Ministorum from much of the hardship and uncertainty so many must and old voidfarers. Sooner or later, when the lumen globes have dimmed,
endure. The unyielding visage of His statues was as much a part of your these folk will tell of the many strange legends they have heard. They tell
upbringing as the zealous, pure faith of those closest to you. Scripture, of hell-hulks crewed by the lost and warp storms that howl with mocking
ritual, lessons, and priestly exhortations fill your memories, rising un- voices, of the things that claw and scratch at the hull waiting for the mer-
bidden in every quiet moment—as though the aged, white-haired clerics est flicker of the Geller Field for the warp to pour in and devour all, and
who taught you still remain by your shoulder in spirit, jealously guarding of horrifying xenos encounters and voyages of the damned. But you have
over your soul. All men hear the God-Emperor’s holy words if they are no taste for such stories, because you know the truth—you have lived
born under His rule, but you heard more than most before even reaching them. You have stared into the eyes of the abyss and lived. You have seen
adulthood. the dead walk and the bulkheads bleed. These experiences have marked
you, opening your eyes to the darkness that hides beneath the surface
of things, and whether you have recoiled in dread or been drawn on in
fascination is a truth you keep to yourself.
Vile Insight
Cost: 300xp
Skills: Forbidden Lore (Choose Three)
Special: +2d5 Corruption Points, +2d5 Insanity Points
Whether for good or ill, you have seen much that no human ever should.
Esoteric and forbidden knowledge was your constant companion through
your early life, and your understanding of such subjects is something
that would shock most people. Whether you choose to turn that insight
to greater things, or are tainted by it, is for the future to decide. For now,
you possess great knowledge, and it gives you a decisive edge.
1d100
Name Description
Roll
01-05 Bestial Nature The character is possessed of an animalistic fury.
06-10 Burn The Witch The character abhors psykers and witches.
11-15 Chill of the Void The character’s demeanor is recalcitrant, cold, and may well become intolerant in the extreme.
16-20 Crusader’s Call The character’s martial pride is unfaltering, to the point of self-endangerment.
Curse The
21-25 The character is obsessed with rooting out and executing traitors and heretics.
Heretic
Dark The character is an utter horror in combat, obsessed with the mutilation and desecration of his
26-30
Rage foes.
Death Before
31-35 The character is exceedingly stubborn and critical.
Dishonour
Deepening
36-40 The character is troublingly fixated upon forbidden knowledges.
Mysteries
41-45 Divine Purity The character is utterly focused on spiritual purity.
46-50 Feral Savagery The character is prone to losing himself in the fury of battle.
Grim
51-55 The character sees only his own death in the future.
Determination
Lure of the
56-60 The character becomes withdrawn and sees only flaws in his allies.
Shadows
Only Honour
61-65 The character is self-sacrificing to a fault.
In Death
Pride of The
66-70 The character is prideful to the point of hubris.
Imperium
71-75 Quest for Glory The character is obsessed with honour and glory.
76-80 Revile The Xenos The character’s hatred of aliens often overpowers his common sense.
81-85 Steel Over Flesh The character harbours a disdain for weakness of all kinds, and particularly that of the flesh.
86-90 The Secret The character harbors a dark secret that he must hide at all costs
91-95 The Thirst The character becomes consumed by a thirst for spilling blood.
96-100 Unyielding The character refuses to change his mind or outlook, even if faced with death.
Abhuman Options
Elite advances represent large, defining aspects of a character that separate him from his peers. Each elite advance is unique, and represents a specific
divergence from the normal human. Elite advances are an aspect of a character that has been a part of him his entire life, and are utterly indelible.
Note that the character’s Role remains the same; a Warrior, for example, still views violence as the best solution to problems, even if he
has the Renegade Psyker Elite Advance. A Role defines how a character views the galaxy around him and his position within it; Elite Advances can
take him along different paths, but do not change how he walks upon them. Not every character has access to Elite Advances, and not every character
needs to.
Each comprises three components: Prerequisites, Cost, and Effects. When a character gains the Elite Advance, each of these three compo-
nents must be considered. A character must first meet the Prerequisite for the Elite Advance, they must then pay the Cost in experience points (using
only xp from their 1000xp that all player characters start with), and then they apply the Effects, adding all gained Characteristics, Skills, Talents,
Traits, Aptitudes, and Gear to their character’s profile.
Elite Advances can only be taken at character creation, and paid for with the character’s initial 1000xp, and the character may not have the Mechani-
cus Implants Trait, regardless of it’s source.
Ogryn Effects
Ogryns are huge, powerful abhumans who are often fielded by the Characteristics: +10 Per, +10 Fel, -10 T
Imperial Guard as shock troops or employed in places where their great Skills: Awareness -or- Stealth, Deceive, Trade (Cook)
strength and stamina will come in use. Standing heads taller than an aver- Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste)
age man, these savage, simple-minded creatures are thick with bulk and Traits: Size (3), Unnatural Agility (1)
muscle, and are descended from humans who were stranded on harsh, Aptitude: Agility
high-gravity worlds in a time long forgotten. Their thick frames are
capable of lifting immense weight and protecting them from most small
weapons fire, and their great strength is invaluable to the Imperium. Squat
Prerequisites: - A prominent sub-species reigning from the galactic core regions, these
Cost: 500xp broad, though somewhat short people are a bit more removed from the
rest of Humanity than other abhumans. Long ago in lost ages the Squats
Effects emerged as their own distinct people, and, since the Great Crusade, have
Characteristics: +10 St, +10 T, -10 Ag, -15 Int, largely joined under the banner of the Imperium of Mankind for mutual
Skills: Athletics, Intimidate benefit. Following a brief few centuries wherein they were believed to be
Talents: Die Hard, Iron Jaw extinct this abhuman race have once more reclaimed their minor, though
Traits: Size (5), Unnatural Strength (2), Unnatural Toughness (2) important, role as steadfast allies to the Imperium.
Aptitude: Strength Prerequisites: -
Cost: 500xp
Ratling Effects
Ratlings are the smallest type of abhuman, their ancestors having Characteristics: +5 St, +5 T, -5 Ag, -5 Fel
become stunted by thousands of years of inbreeding on worlds with Skills: Athletics, Trade (Armourer -or- Technomat), Tech-Use
naturally soporific climates and abundant harvests. Ratlings are short Talents: Hideous Resilience, Iron Jaw, Resistance (Cold, Heat), Void
and squat, although not strong. They are idle, hedonistic, gregarious, and Accustomed
over-friendly. Their lives are spent eating until sick and drinking copious Traits: Sturdy. Unnatural Strenth (1), Unnatural Toughness (1)
amounts of intoxicating liquids. These small, loud, and hungry creatures Aptitude: Toughness
are called Runtlings, Stunties, Halflings, Maggots and Ratlings, among
other things.
Prerequisites: -
Cost: 500xp
To be an Inquisitor is to know tremendous power and responsibilities impossible to imagine. An Inquisitor acts not to save a world, or a sector, or
even the institutions of the Imperium; his actions are in the defence of humanity as a whole. He can condemn a world to death lest it contaminate
surrounding regions, or raze a hive to rubble to prevent a daemonic outbreak. He does these terrible deeds and more, for the only thing more dreadful
than such actions are the repercussions should he shy away from the immense burdens of his position. Inquisitors are separate from Mankind, for
they alone possess the strength to live with the awful truths of the 41st Millennium—that Mankind is beset on all sides by threats that may end its
existence, that the Warp harbours soul devouring Daemons, and that psykers may lead to the doom of humanity. Few minds can comprehend such
horrible knowledge; even Acolytes might not be fully aware of them, told only what their master deems necessary. Inquisitors not only know these
truths, but also act on them. They serve none but the Emperor of Mankind, and account for their actions to no one. Though an Inquisitor need not be
individually powerful in arms, his authority is supreme. Each is unique and fights to defend Mankind in his own manner, and without them humanity
would surely perish.
Unless one (or more) of the players is an Inquisitor, they should also create their Inquisitor, who functions as the GM’s character. It is possi-
ble the GM already has an Inquisitor in mind, complete with personality, methods of contact, and expectations for the warband. If not, such decisions
can be made as a group, or the GM can solicit details to aid in this creation. Unless the players are all experienced and agree to it, efforts should be
made to match the characters to their newly-crafted Inquisitor to create a smooth gaming experience. Depending on player experience, an Inquisitor
with his own unique personality and quirks can greatly enliven play. He might be overly haughty, contacting the Acolytes via dead drops and refusing
any actual contact with his minions. He might be secretive, never offering reasons or explanations for his directives, or he may be trusting and gregar-
ious to the point of suspicion as to his actual motives. He might even be forcing them into service, holding deadly blackmail or other threats to coerce
their actions, and hoping once they see the real threats that exist they develop true loyalty. With work, the Inquisitor can become more than another
NPC and become a full part of the group dynamic.
Ordo Association
1d100
Ordo Description & Effects
Roll
The Inquisitor hunts daemonic influence and studies the warp. The smallest and most secretive of all the
Ordos Majoris.
01-20 Malleus
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Daemonology) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill -or- the Slayer of Daemons Talent.
The largest of the Ordos, an Inquisitor of the Hereticus seeks out mutants, traitors and rogue psykers across
the Imperium.
21-55 Hereticus
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Heresy) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill -or- the Scourge of Heretics Talent.
A guardian against aliens in their many guises, the Inquisitor is knowledgeable in alien physiology and lore.
56-80 Xeno
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Xenos) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill -or- the Hunter of Aliens Talent.
The Ordos Minoris cover a plethora of activities that could come under the jurisdiction of the larger Ordos,
but have been made into more specific departments to better combat a single threat. These Ordos are tiny in
comparison to the big three, and have nowhere near the influence or manpower as the larger Ordos. It is up to
the GM to determine whether an existing Ordo is used (Sicarius: Officio Assassinorum; Sepulturum: Chaotic/
Alien diseases; Obsoletus: everything that won’t fit in any other category such as ghost ships, Legion of the
81-90 Minoris
Damned, etc) or a new body is established, but it must seem plausible (e.g. Militum: Imperial Guard/Navy;
Illuminas: Psykers).
Effect: The Inquisitor gains 3 Ranks of any appropriate Forbidden Lore Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill.
The Inquisitor has no Ordo affiliations, and may well be suspicious of the Holy Ordos themselves...
91-100 No Association
Effect: The Inquisitor gains 3 Ranks of the Forbidden Lore (Inquisition) Skill.
Acolytes of the Inquisitor gain 1 Rank of the same Skill.
86-98 Talented Effect: The Inquisitor gains the Psyker Trait and the Psy Rating (6) Talent. Additionally he gains an amount
of Psychic Powers equal to three times his Willpower Bonus that may be from a number of Disciplines equal
to half his Intelligence Bonus.
Amongst the most powerful psykers the Inquisition possesses.
99-100 Master
Effect: The Inquisitor gains the Psyker Trait and the Psy Rating (8) Talent. Additionally he gains all Psychic
Powers from a number of Disciplines up to his Intelligence Bonus.
Hidden Knowledge is power, hide it well. Nobody seems to know this Inquisitor’s true affiliation.
25-29 Philosophy Effect: The Inquisitor gains 2 Ranks of the Deceive Skill.
Outward Knowledge is power, use it to smite the enemy! Everybody is sick of hearing about this Inquisitor’s affiliation.
30-33 Philosophy Effect: The Inquisitor gains 2 Ranks of the Intimidate -or- Command Skill.
The finer things in life such as banquets and well-tailored suits are greatly appreciated by this Inquisitor.
34-35 Lavish Effect: For better or for worse the Inquisitor will largely only
Acquire things of a Good or better Craftsmanship, unless it is of the utmost necessity.
Austerity is ever this Inquisitor’s watchword, and the sins of the material world must be guarded against lest heresy spring from their
sweet embrace!
36-37 Spartan Effect: For better or for worse the Inquisitor will largely only Acquire things of a Standard or Poor Craftsmanship, unless it is of the
utmost necessity
This Inquisitor is exceptionally distrusting of technology and the dangers it represents to Mankind. Along with this he also fosters a
healthy distrust in those who make the knowledges of the machine their livelihood.
38-39 Luddite Effect: The Inquisitor gains the Enemy (Mechanicus) (replacing any positive social Talents for the Mechanicus with a different
group) and Hatred (Hereteks) Talents, and cannot gain the Tech-Use Skill (replacing Ranks in the Skill with a different Skill).
Due to excellent concealment of the mutation from their earliest days,
or owing to chemical or warp exposure, the Inquisitor is mutated!
40 Mutant Effect: The Inquisitor gains a random Minor Mutation, and will go to great ends to hide or remove it. Even something as extreme as
surgery or amputation is a valid option for a dire corruption of the flesh.
Through psychic indoctrination, implanted cybernetics or some other means, the Inquisitor does not sleep, though they will most
Doesn’t
41-42 Sleep
likely require some form of rest through drugs, virtual reality headsets, etc.
Effect: The Inquisitor gains +10 Perception and the Combat Sense Talent.
Having fallen away from their creed to protect Mankind in favour of new masters, or else having found a “better” way to serve the
God-Emperor this Inquisitor now works against common sense and the vast majority of other members of the Inquisition and
100 Heretic Imperium. Few follow such a path without eventually being declared Excommunicate Traitoris,
and sentenced to a gruesome, exemplary death.
Effect: The Inquisitor gains 2 Ranks of the Deceive Skill, and must make a roll on the Heretic Table.
Heretic
An Inquisitor with the Heretic Quirk is inevitably in dire spiritual and moral straits, but this may not be known to the wider Inquisition. Unless the
creator deems it to be necessary to the story an Inquisitor with a Heretic Quirk is not openly a Heretic to begin with. Once this is discovered, how-
ever, he immediately gains the Hunted (Inquisition) Talent, as there are few things more dangerous to the Imperium than a rogue Inquisitor. If the
Inquisitor generated a “Heretic” result on the Quirks of the Inquisitor table then roll a 1d100 on the following table.
1d100
Heresy Description & Effects
Roll
Declared a heretic by their comrades, this Inquisitor is hunted by their peers for any number of reasons; killing a fellow Inquisitor,
Carta
01-40 Extremis
excessive displays of force or an unnecessary Exterminatus.
Effect: The Inquisitor gains +40 Insanity Points (to a maximum of 80).
The Inquisitor has been tempted into the worship of the dark gods of Chaos.
Ruinous Effect: The Inquisitor now counts as a Heretic, gaining an Infamy equal to half his Influence, and changing his Corruption to half of
41-55 Powers its current value. If this pushes him over any Corruption Thresholds he rolls for a Reward as usual. Choose a Dark God appropriate to
the Inquisitor’s particular mien.
The Inquisitor has been deceived by the lies of the alien. Whether this was by the perfidious Eldar, the eldritch Star-Gods, the immor-
tal Necrons, or even the foundling Tau. Now he has pledged himself to their heretical beliefs and serves them, and will lead those he
Deluded by
56-70 the Alien
commands into similar damnation if allowed to.
Effect: The Inquisitor gains the Peer (Appropriate Xeno Race) and will act in these alien’s best interests. He may also use weapons of
his new master’s design if the creator wishes.
The Inquisitor sees the Ecclesiarchy as the bane of Mankind, a binding ideology that only drives the Imperium further into the morass
it has sunk into over the last 5,000 years. He aims to destroy the faith and disillusion it’s followers however he can.
71-80 Apostate Effect: The Inquisitor gains +30 Corruption, 3 Ranks of Charm, Command, Deceive, or Intimidate Skill and the Hunted (Ecclesiar-
chy), Dark Oratory, and Master Orator Talents.
In order to gain power and influence, even if it was for the good of the Imperium, the Inquisitor has forfeited his or her soul with a
daemonic pact.
81-90 Dark Pact Effect: The Inquisitor is the beneficiary of a Dark Pact with a powerful daemon. The pact’s boons are up to the GM to determine, but
the Price for this pact is Fealty.
Due to personal vendetta, Istvaanian ideals, or xenos influence, the Inquisitor’s true aim is to cause as much damage to the Imperium
Trojan
91-97 Horse
as possible while maintaining the guise of servitude.
Effect: The Inquisitor gains 2 Ranks of the Deceive Skill and +10 Influence.
The Inquisitor is actually a sleeper-agent awaiting activation, but from who? Impersonation of an Inquisitor is considered high here-
sy!
98 Infil-Traitor Effect: The Inquisitor counts as being under the effects of the Reprogram Telepathy Psychic Power (see Section 7.8 “Telepathy
Discipline” for more details on the power’s function). Who did this and why is up to the the GM.
Through cunning deceptions, forbidden sciences, psionic powers, or baffling biological abilities (such as those exhibited by the
Lacrymole or the Simulacra), the Inquisitor is not at all human and is but masquerading about as a human, for whatever dire purpose
99 Inhuman it has in mind.
Effect: The Inquisitor gains 3 Ranks of a Forbidden Lore Skill relating to his true identity, as well as 3 Ranks of the Deceive Skill,
and the Talented (Deceive) Talent. If his true nature is discovered he gains the Fear (2) Trait against those whom it is revealed to.
The Inquisitor is puppeted by a vile entity of the Warp, abusing the Inquisitor’s authority and power to do as it pleases.
100 Daemonhost Effect: Choose or generate an appropriately strong non-bestial daemon (Herald or above) and treat it as possessing the Inquisitor.
An alien virus.
21-40 Xenovirus
Effect: The Inquisitor gains a Disease (generate a Disease with the Random Disease Generator).
Eyerot, Catachan Sloughing Fever
Debilitating
41-60 Illness
Effect: The Inquisitor gains a Disease with a Virulence Rating of at least 2 and a Damage of at least 1d10, generate the
rest of its characteristics using the Random Disease generator from Section 10.4 Diseases & Infections.
St Basil’s Spineblight, Tyranid Spore-Cysts, malignant tumours, etc.
Terminal
61-80 Illness
Effect: The Inquisitor gains a permanent Disease (VR:3, Inc: 1 Month, Dam: T, 1d5). The Inquisitor must make a -30
Toughness Test or permanently lose 1d5 Toughness every month.
Warp The Obliterator Virus is the most famous of such illnesses
81-99 Tainted Effect: The Inquisitor gains a Disease (generate a Disease with the Random Disease Generator, it must do Corruption
Malady Damage as part of it’s Damage Dealt).
Far and away the worst disease to curse the materium.
100 Nurgle’s Rot Effect: The Inquisitor gains a Disease (VR:4, Inc: 1 Week, Dam: T & Corr, Dam: 2d5). This disease is quite infectious
and if the bearer reaches 100 Corruption they are turned into a horrid Lesser Daemon of Nurgle.
Past Injury
In the course of their inquests an Inquisitor is often called upon to fight his foes in person, though some times the vagaries of fate are such that a
terrible accident may well provide a crippling injury. If the Inquisitor generated a “Past Injury” result on the Quirks of the Inquisitor table then roll a
1d100 on the following table.
1d100
Injury Description & Effects
Roll
Impressive From duelling or battle
01-10 Scars Effect: The Inquisitor gains +5 Weapon Skill -or- Ballistic Skill and 1 Rank of the Intimidate Skill.
Some scars, while not debilitating, are forever. If prominently visible, the Inquisitor automatically gains the ‘Masked’
Grotesque
11-20 Scars
quirk.
Effect: The Inquisitor loses 1d5+5 Fellowship but gains the Fear (+1) Trait, and a Rank of the Intimidate Skill.
Lost a The Inquisitor lost an ear, finger or perhaps even his nose. Bio-grafting should be possible.
21-40 Minor Body Effect: The Inquisitor loses 1d5 Weapon Skill, Ballistic Skill, Fellowship, or Agility unless the creator deems that he
Part would have a bionic or vat-grown replacement.
Leg or arm. Cybernetics may be required.
41-60 Lost a Limb Effect: Roll a Hit Location until a random Arm or Leg is determined. That limb is lost and is replaced by a Good
Craftsmanship bionic replacement or a vat-grown replacement.
A punctured lung, perhaps. Cybernetics or cloned organs definitely required. Even fixed, the pain lingers.
Lost an
61-80 Organ
Effect: The Inquisitor loses a random internal organ and has it replaced by either a vat-grown replacement or a bionic
replacement (namely a Bionic Respiratory System, Bionic Heart, or Gastral Bionics)
Unable to move some/all limbs. The damage may be such that no surgery can repair it.
Effect: Roll a 1d5. Starting from his legs upward this is the amount of locations that the Inquisitor loses the ability
to control. The damage is enormously difficult to remove, and, if it includes the Body Hit Location, means that some
81-99 Paralyzed organs and parts will likely need replacing, and vat-grown replacements are not an option. Entirely replacing the limbs
with bionic replacements is possible, and replacing his lungs and gastral system (with a Bionic Respiratory System
and Gastral Bionics respectively) is likely to be necessary.
Hidden Base
The Inquisition has various needs for secretive sanctums on obscure worlds. From holding heretics, to an Inquisitor’s pet project, these facilities
allow their master a large degree of freedom away from prying eyes.
If the Inquisitor being generated had a “Hidden Base” result on the Inquisitorial Resources table then roll a 1d100 on the following table.
The Hidden Base is a structure (see Section 9.2 “Voidstations & Structures”) that must use a Raider hull for it’s basic profile. The Inquisitor gains
such a structure, with the SP budget for it equal to his Influence Characteristic (as per the The Emperor’s Command Trait). Roll on the table below to
determine its location and it’s mandatory requirements. Where exactly the planet or system the Hidden Base is located upon or in is up to the GM to
determine.
1d100
Location Description & Requirements
Ro
The mass amounts of debris in an asteroid field can provide enough of a physical deterrent to would-
be attackers, that is if they can even detect the base among the numerous metallic signals and
01-20 Asteroid Field distortions created by the particle density.
Requirements: Construct this hidden base as per a voidstation, additionally it will also require a
Repulsor Shield Component.
While the inherent danger of proximity to an active volcanic region would make many scoff at such
a location for a hidden locale, it is indeed such a mindset that makes a place such as this an ideal
foundation. The threat of an eruption, or even just ambient toxic gasses also aid in it’s obscurity and
21-40 Volcanic Screen
security greatly.
Requirements: The very real possibilities of volcanic eruptions and toxic ash necessitate a Life Sus-
tainer and Void Shield Component.
With enormous pressures, often ambient life-signs, and the inherent defence and interference provided
by many hundreds of meters of liquid water the bottom of an ocean is ideal for a hidden base.
41-60 Ocean Floor
Requirements: Due to the aquatic nature of this base, and the crushing pressure of these depths, a
Life Sustainer and two Reinforced Interior Bulkheads Components are required.
Hidden within the wreckage of a much larger ship, such as a mass conveyor, this ruse has many ad-
vantages, including the inherent superstition of many who take to the void regularly.
61-80 Hulked Voidship Requirements: Construct this base as per a voidstation, with the additional requirements of a Life
Sustainer and a Reinforced Interior Bulkheads Component. The base also gains a Tenebro-Maze Com-
ponent that does not take up Power or Space.
This base is hidden amongst the decaying macrotecture of a hive world, hidden from the prying eyes
of the countless masses by hidden passages, false hallways, and the like. ARequirements: This base
81-90 Underhive Depths requires Life Sustainers to scrub the toxin-laden refuse of a hive world from its air, and additionally
must take either a Crew Reclamation Facility or Corpse Starch Grinder Component, for use in dispos-
al of nosy or cocksure underhivers and gangers.
Perhaps the most obscure and out of the way hiding method imaginable, this base is set up on a rogue
planet, far from any sun, in the deepest depths of deep space.
91-100 Exoplanet
Requirements: The base must include an Astropathic Choir Tower, as the difficulty in navigating to
this lost world may be an impossibility without the choir’s guidance.
Expert Bodyguard
An Inquisitor has great need for those experienced in combat and those with great loyalty to him, especially if he has lead a successful career of
purgation and made many dark enemies. If the Inquisitor being generated had a “Expert Bodyguard” result on the Inquisitorial Resources table then
roll a 1d100 on the following table.
1d100
Classification Description & Requirements
Roll
The rag-tag band the Inquisitor has collected over the years form his die-hard bodyguard.
01-20 Loyal Henchmen
Effect: The Inquisitor gains a Horde Standard Human Follower
A small number of devout death cultists protect the Inquisitor.
21-40 Death Cultists
Effect: The Inquisitor gains a Horde Standard Human Follower
A squad of veteran guardsmen or stormtroopers form the bodyguard of the Inquisitor.
41-60 Guardsmen
Effect: The Inquisitor gains a Horde Standard Human Follower
A powerful navigator, psyker, or untouchable protects the Inquisitor.
61-80 Psionic Personnel
Effect: The Inquisitor gains a Greater Human Follower
This could be Ordo-specific (Crusaders for the Ordo Hereticus, an Eldar Ranger for the Ordo Xenos,
81-100 Exotic etc), or something unusual such as a unit of Skitarii or even a Space Marine!
Effect: The Inquisitor gains either a Greater Human Follower -or- a Horde Standard Human Follower
Finishing Touches
By this point the Inquisitor has much of his character, assets, and abilities codified, and is most likely a rather fleshed out character. A few last pieces
of insight are recommended for “completing” his profile.
Equipment
With such influence at their fingertips it is unlikely that an Inquisitor will be poorly equipped, unless he finds himself in the most desperate of
situations. While a player character Inquisitor will more or less have his inventory determined by the player over the course of a campaign an NPC
Inquisitor is something of a different matter, and the GM should be sure not to utterly overload him with excess gear and equipment.
While many regiments have long-standing reputations, forged by generations of predecessors across countless worlds, others may not be so re-
nowned. There are countless millions of Imperial Guard regiments in service to the Imperium at any one time, scattered across tens of thousands of
warzones. No one man knows for certain how many souls give their lives in service to the Emperor in any given year, but the hard truth is that more
must serve to replace those who have fallen, which means that new regiments must constantly be raised. Thus continues the cycle; regiments fall in
battle, and new ones are raised to replace them, or to begin new campaigns under the light of a distant star. As a result, it is important to make room
not only for those regiments whose histories are long and bloody, but also for those who are newly mustered, and have yet to either gain glory in the
Emperor’s name or vanish in ignominious defeat.
This section allows a group of players to define their own regiment during character creation, shaping the nature of their unit before creat-
ing the individual soldiers who will make up the group.